Thief

Allan Daxton's page

49 posts. Alias of Nehowshgen Min.


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HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan will go up deck (up a floor) to look for other saboteurs that may have come aboard.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

As would Allan pull out his billyclub to see if breaking down the furnace door be possible.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"Everything went to hell when we went to retrieve The Duchess. Her lacky was actually skilled in magic, conjuring creatures which only added on to these engineers-", Allan gently kicks one of the downed men, "-And that bastard over there that you put against the bullet. We believe the duchess has been kidnapped from her room and sent into the ocean or she was working with these people to some end." Allan kneels down to inspect his friends' wounds, see if they are bleeding out.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan briefly looks at delft and sighs, showing a smile of relief. "Glad you could make it sir!"

Allan moves to attack the last engineer.
Attack: 1d20 + 2 ⇒ (17) + 2 = 19 If Hit: 1d6 + 2 ⇒ (1) + 2 = 3


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

hp 7

Flurry of blows as Allan yells with fury.
1st Attack: 1d20 + 1 ⇒ (11) + 1 = 12 If Hit: 1d6 + 2 ⇒ (1) + 2 = 3
2nd Attack: 1d20 + 1 ⇒ (12) + 1 = 13 If Hit: 1d6 + 2 ⇒ (1) + 2 = 3


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath
GMEDWIN wrote:
The module has ideas for what to do with a TPK in this section, so don't worry

Oh, Vundebar!

Allan looks around at his falling comrades... And yells with rage, "I will not fall!"

Flurry of blows!
1st attack: 1d20 + 1 ⇒ (16) + 1 = 17 If Hit: 1d6 + 2 ⇒ (2) + 2 = 4
2nd attack: 1d20 + 1 ⇒ (1) + 1 = 2 If Hit: 1d6 + 2 ⇒ (2) + 2 = 4


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath
GMEDWIN wrote:
It is the fun of the game that sometimes things don't go your way.

As an avid player of Dwarf Fortress, I know this all too well.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

A crit and almost crit don't make up for all the broken dice rolls Allan got against that door. Pretty sure his shoulder is going to be sore for awhile. Besides, if I start having luck, unluck, luck, unluck, etc I'll start doing the virtual dice throw away every now and again; just paranormally, you know.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Flurry of Blows!!
1st: 1d20 + 1 ⇒ (6) + 1 = 7 If Hit: 1d6 + 2 ⇒ (2) + 2 = 4
2nd: 1d20 + 1 ⇒ (7) + 1 = 8 If Hit: 1d6 + 2 ⇒ (3) + 2 = 5

DDDDAAAAMMMMNNNNN!!!!

Allan walks over and puts the virtual dice he's been using in the virtual F@#k off bag and draws a handful of new, fresh, virtual dice.

Maybe we'll get somewhere now.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Flurry of Blows on the engineer next to Allan.
1st attack: 1d20 + 1 ⇒ (20) + 1 = 21 If Hit: 1d6 + 2 ⇒ (5) + 2 = 7
2nd attack: 1d20 + 1 ⇒ (11) + 1 = 12 If Hit: 1d6 + 2 ⇒ (5) + 2 = 7

"We are RHC Members! Surrender!"


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

*Double move... again... It's taking a while for Allan, isn't it.*


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Agreed with Whacka! on 19's.
As well, So sokana is now in the ocean? Great, glad to so those points I put into CLIMB and not SWIM are working out real well right about now. XD

Allan moves to get in range of the elementals.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

*Continues down the levels to help comrades*


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan looks over the balcony into the ocean for the Duchess.
perception: 1d20 + 7 ⇒ (3) + 7 = 10
ugh.
Ok, if Allan can still act he goes back through the door and starts making his way down the ships levels to help his fellow comrades. Before he leaves, he says to Lazarus, "Lazarus, See if you can make out anyone else that jumped overboard. We must secure the duchess, so briefly see if indeed she was the one who jumped earlier."


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

There is a zoom tool up in the left corner... I believe.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Amazing! Congratulations Mr. Groom!!


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan rushes up to Cain's attacker and bares his fist...
unarmed strike: 1d20 + 2 ⇒ (19) + 2 = 21
Whacka!
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Remember, I post in the evenings and may be able to in the mornings.

Allan AGAIN tries the DOOR!
STR Check: 1d20 + 2 ⇒ (2) + 2 = 4
SON OF A *****!
Any suggestions for Allan? Want him to come help or continue with the UNBREAKABLE DOOR?


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath
Lynn Minerva wrote:
@Allan: 1: That requires that the former DM didn't take me out of my gear, and have me leave it elsewhere. 2: That requires compliance on the other person's part, or a successful grapple.

Riighhhttt... forget I said anything.

Allan composes himself again and retries the door:
STR Check: 1d20 + 2 ⇒ (6) + 2 = 8
Damn.
Hinge just isn't giving but the door creaks slightly.
Allan turns to Isabel and says, "I'll keep trying the door. Try to go secure the woman or find a way to get to whom or what fell overboard! Remember, we still don't know what happened but we can justly assume."


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Hm?
perception: 1d20 + 7 ⇒ (18) + 7 = 25
oh hohoho!
Splashing? Allan quickly addresses the situation.
"There's Splashing! BREAK IT DOWN!"
He then attempts to break down the door!
Strength Check: 1d20 + 2 ⇒ (2) + 2 = 4
Allan goes to push against the door but loses footing and instead slumps against it.
Can I try again?
As well, Don't forget about your RHC Regulation Handcuffs that can be used to restrain victims and, I don't know, maybe secure them to a pipe or doorknob in a hallway.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan follows Isabel...


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Objectives come first to Allan. Small details like that he feels can come up later if they need to be


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Ah, sorry about that. In the time I took to write mine you already posted. Whoops!

"Thank you", Allan calls after her.
"So, shall we."


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17

"We see that it must be inconvenient for you to rouse your Lady from her rest, but it is an order from the King himself. So, please, can you get her out here in due time?"


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Sorry about that, I'm back now. its been a rough couple of days adjusting to a new work schedule and have been on and off my computer between them.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"No sir, the task seems pretty simplistic."


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

To himself. He's going through the motions to move to the center


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

"Hm", Allan grunts, hearing what the king had said. 'He should not be so unwise to underappreciate other's feelings, neither the meaning behind them', Allan thinks to himself. Allan sighs and motions to move to the central area of the deck.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"That answers enough for me as well. Thank you."
Allan goes to enter the observation room, thinking, PERHAPS, there may be something for him to do to question there.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan grins a little bit in saying, "Yes, what Isabel said."


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan never really had interest in the inner workings of steam tech or any other machinery for that matter, so he isn't going to be in too much of a rush to gun down to the bottom of the vessel to see the engine room and then bottom back up. But, as you said, we do have an hour... and Allan would get dreadfully bored waiting by the stairs the entire time...
Allan goes down to tour the level of the ship just below the deck, just after his legs started aching him to move about some... which was only a minute or two...


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"Excuse me gentlemen." Allan will want to quickly make his way towards the staircase. He wants to use this position as a bottleneck just to simply keep watch for suspicious persons trying to file below deck as well as those of whom that are carrying or stowing 'hazardous' items.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10

Annnnd crap... Apparently Allan just got kinda lax with his job.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"Fascinating!" Allan shifts his gaze over the crowd, looking for anyone else entering or even exiting the room. "And where do 'our' Skyseers differ in opinion than those down south?"


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"Yes I am one of the new RHC members, Capt. Smith, you are correct. And what was that now Vyachislaw? Eschatol? As in Heid Eschatol? Why, I am not too familiar with his workings, Especially one of his most famous entitled 'On the Proper Endings of Things', at least I believe that's what it was so named. But I do think, Vyachislaw, that he is an interesting man because he is so devoted to finding perfect ways to bring an end to things which sets him apart from anyone else who would find any multitude of ways to start things anew or again. But now if your talking about the movement of people behind Eschatol's work, I'd say they are a people who like closure; having a sense of the end result of things gives them happiness and in that ideal, it allows them to come ever closer to finding something... changing. But enough about my views Vyachislaw, I am just one man and not one of great lead or birth right at that. So, Capt. Smith, tell me, how are the harbors of our sister port? Is trading and dealing going well enough on your parts, surely you do do trade, and as well, do you think that economy is doing well in shale?" Allan smiles a tiny bit as he gauges the mood of the conversation.
Allan is going to gauge how they take to him and if they mean to just blow him off.
Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10
Perception: 1d20 + 7 ⇒ (14) + 7 = 21


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan, standing watch over his fellow RHC members, Locates the men talking of "sky seers" and moves over to talk to them. "How are we today gentlemen? Hopefully enjoying the festivities and drink. If You I were you, I wouldn't dare to skip on the harder of the beverages, quite a delicious delight they are. Ohhhh, But where are my manners. My name is Allan, Allan Daxton. Might I pry for your names per chance?"


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"Quite. Consider it done then." Allan pivots himself in the direction of the top deck. "I'll position myself among the festivities as a precaution. You know, in case any more meddlers have snuck into the party." With that, Allan slowly starts walking away but stops mid strut and turns his head back around. "Unless, I'm forgetting something? I am aren't I? Hmm-ah, what will the rest of you want to do?"


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

I am all for continuing though, as Lazarus said, with GMEDWIN's approval.


Awesome. Now we can get this rolling again.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Agreed, it would be a waste and quite sad to see this go away so fast from its beginning.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan, after a bit of thought, raises a finger. "As well as areas or people to guard, sir, which rooms and levels will attend the majority of guests as well as those that are of high importance or strictly forbidden from the masses?"


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan thinks that questioning those detained should be prioritized and starts making his way toward the first checkpoint, keeping his eyes open for yet still more people planning to disrupt the festivities.

perception: 1d20 + 7 ⇒ (13) + 7 = 20
Sense Motive: 1d20 + 7 ⇒ (2) + 7 = 9


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan moves to the left of Dafton, attempting to shove him over the edge of the bridge into the waters below.

Bull Rush: 1d20 + 2 ⇒ (18) + 2 = 20

"Arrived a tad late to the party I see. But fortunately I can still participate in the Aftermath."
Allan readies his fists...


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan starts his way towards the middle.

Also:

the gnostic wrote:
Allan: Straight charisma checks are generally very rare, instead you be rolling either persuasion or intimidate. I know that when you use those skills it end up being straight charisma for you, but it helps if you list one in your roll so I can get a better idea of the tone you're using.

Noted and will keep that in mind.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

I'll adjust to play on any of them.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan pushes his way towards the short and shifty man. "Hey there", Allan pats the man on the shoulder gripping in his other handcuffs,"I am part of the RHC and this is a weapon free area sir. I am going to have to ask you to hand over that knife you have there. If you're compliant, I won't have to arrest you and you may retrieve the weapon after the festivities at the guard post. As well, charges shall not be pressed as long as everything goes down calmly and no one gets hurt. Now if you will, the knife please."

charisma check: 1d20 - 1 ⇒ (20) - 1 = 19

Wow! Notice that even with my Charisma penalty, I did just roll a natural 20... You know, if it still counts that is.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan pans the crowd as they move along, making note of body language and distinct clothing of possible suspects.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Sense motive: 1d20 + 7 ⇒ (19) + 7 = 26


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan nods his head in acceptance. "I'll start my sweep then. I am going to set out near this checkpoint in case things start getting worse here. I could do with a guard or two to help in searching personal items." Allan looks for a small group of guards to take with him. (if none are available or it would impact and thin out the number guarding the bridge then ignore this.)

"You few, with me. We will start near the checkpoint's entrance looking for abnormalities in the crowd such as suspicious behavior and civilians avoiding search. They will be the ones likely concealing arms or other non-appropriate items. As we move through the center, If any person arouses such suspicions, discretely place a follower on them and report to me or another RHC member unless they provoke chase or are violent, in which case they most likely aren't here to enjoy in the festivities and detain them accordingly. But please, as Lazarus said, act quietly. We need not rile the crowd further so be calm, collected, and smile already. Its a festivity, try not to be too dead in the face. Let's be off then."

After filling in the police and his comrades to his position he sets off to do his security checks.

Dice:

Here's his perception check:
perception: 1d20 + 7 ⇒ (3) + 7 = 10

And, if applicable (not too informed on whether it can work on groups of people), a sense motive check:
sense motive: 1d20 + 7 ⇒ (15) + 7 = 22


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Alright, 700 people, an unknown amount of which that can be here to cause violent acts or murder certain people. And two checkpoints between the guards, one of which we're at. A few questions I have are: 1) which of the two checkpoints are we at; the one keeping more people joining the crowd or the one keeping people out for 30 minutes while rounds are made, if it really even matters because the area is smaller than what I'm thinking? And 2) can the threat profile be made without the pertinent check?
As well, I am all in favor of covering the the bridge area at either checkpoint and surveying the people as well as providing resistance as the people may see it fit to rush either bridge. I welcome other strategies as well as advice as to what my character should be doing.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"Yes, it was rather exhausting. I'm just happy that we've been allowed a break. A break that I will be making the most of." Allan Settles himself in a chair and gets in a comfortable position to rest. And yes, Coffee DOES sound good right now.